Hitman 2: Miami Map - The Finish Line Mission Hitman 2 Guide, Walkthrough
Last update: 21 September 2021
Key points of Hitman 2 - Miami
1 � Default starting area. In order to enter the event area Agent 47 must agree to a frisk, has to sneak in or has to use a disguise.
2 � Security area. You can sabotage the surveillance and steal an explosive from the safe.
3 � Main straight. Agent 47 can kill Sierra Knox or sabotage the race. He can also steal an identity and the responsbilities of a marshall with a flag.
4 � Overpass. This is a good spot for using a sniper rifle.
5 � Stands. Agent 47 can easily blend in the crowd. There's a control room on the highest level (good sniping point).
6 � VIP Area. This part of the paddock can be explored after showing a pass, by sneaking around or using a disguise.
7 � Kowoon team building. You can encounter Moses Lee here after the race is over.
8 � Kronstadt garage. You can sabotage Sierra Knox's car here during the race. Once the race is over she can be found in this area.
9 � VIP Lounge. The lounge is on the upper floor. You can challenge Sierra Knox to a drinking contest here if you're disguised as Mose Lee.
10 � Emergency Bay. After the race you can call Sierra Knox to show up here and poison her.
11 � Hotel. Sierra Knox can meet here with a man in a flamingo costume who is trying to blackmail her.
12 � Bayside Center entrance. Agent 47 can find Ted Mendez here and steal his identity in order to meet with Robert Knox.
13 � Bayside Center Expo. The ground floor offers a locker room and expo rooms. The upper floors are forbidden to tourists. Robert Knox is there - he can be in the conference room, in one of the android rooms, in his ofice or in his assistant's office.
14 � Marine park. There's a stand here which is selling coconut balls - an opportunity to poison Robert Knox.
15 � Pier. You can encounter a Florida Man here - the person selling coconut balls.
16 � Podium building. The winner of the race shows up here. Agent 47 can put poison inside the cup or sabotage the fireworks.
17 � Security room. It's in the middle of the underground parking lot. Agent 47 can steal the keycard and disable surveillance.
18 � Mascot. You will meet a man dressed as a flamingo here. He's blackmailing Sierra Knox and you can help him with that or steal his identity.
19 � Locker room. You can easily obtain a new disguise here.
On this page of the Hitman 2 guide you will find the map of the second location of the game - fragments of the race track, paddock and business center in Miami. The most important places were marked on the map. Below you can also find the description of the location, explaining the objectives of the missions and lists all of the possible rewards for completing challenges. Detailed walkthrough of Miami can be found on the following pages of this guide.
General information about The Finish Line mission
- There are two people to murder - Sierra Knox and Robert Knox. They can be killed in any order.
- In the first phase of the mission the race is still underway and Sierra Knox takes part it in. Agent 47 can use it to murder Sierra, to arrange an accident or to influence the outcome of the race. In the second phase of the mission the race will be over (you will be informed that the drivers are on the last lap). The victor (either Sierra or Moses Lee) will appear on the podium. The participants of the race can now be found in the VIP section in the paddock.
- Robert Knox can always be found in the same part of the map - inside the Bayside Center Expo building. He travels around the subsequent rooms and changes his schedule only in exceptional situations.
- Miami is a gigantic map. It is good to spend several hours to explore it thoroughly. In particular, try to remember the passages between the main areas, the places where you can find unique items, as well as locations in which you can easily get a hold of a new disguise.
- There are 7 main story missions to complete in Miami. Completing them can be useful in eliminating the targets of the mission. In addition, you can complete as many as 105 challenges. Agent 47 can advance up to the 20th Mastery level in Miami.
Rewards for achieving subsequent Mastery levels
LEVEL | REWARD | COMMENTARY |
2 | Starting location: Fountain with dolphins. | This location does not offer any serious changes - the only difference is that it allows you to start closer to the business center. |
2 | Lockpick Mk II | This is one of the most important gadgets to unlock in the game - it allows you to open locks without the need to look for the keys or use the crowbar. |
2 | Unlock Loadout Slots | This is a key improvement, as only with it you will be able to take unlocked items with you on a mission. |
3 | Hiding spot: Reception in the Kronstadt building | You can place small items only here. |
4 | Starting location: Harbor | You will not gain much here. You can save some time with some of the murder variants (like, for instance, poisoning Robert Knox with coconut balls). |
4 | Fish (melee weapon). | It can help you with completion of some of the smaller challenges. However, the fish can also be acquired via other means during the mission. |
5 | Hiding spot: Toilet near the stands. | You can place small items only here. |
5 | Jaeger 7 Mk II Sniper Rifle | This weapon is very useful in completing challenges from the Sniper-assassin group, but, unfortunately, it lacks the silencer. You can use it during the mission by placing it in a large hiding spot. |
6 | Starting location: tribune. Staring outfit: Mascot. | This is a very good outfit for the lower levels of Mastery. By playing as a mascot, you can explore the VIP section in the paddock and you do not need to worry about being checked. |
7 | Hiding spot: Boat rental | It is worth to smuggle the sniper rifle here if you want to use it to take out Sierra or Robert. |
7 | HKW 21 Mk II Pistol | Not a very useful weapon, as it lacks a silencer. |
8 | Starting location: Food booth Starting outfit: Food seller | By using the food seller outfit, you can easily move through the paddock in the VIP section and poison the food. |
8 | Hiding spot: Storeroom near the podium. | It can be used to store small items only (such as, for instance, poison to pour into the cup on the podium). |
9 | Starting location: Viaduct. Starting outfit: Event Security | This is an excellent starting location, especially if you are planning to use the sniper rifle from the viaduct or want to get into some of the forbidden areas. |
10 | ICA Proximity Taser | In comparison to the device found in Hawke's Bay, it can stun someone at the moment of activation. |
11 | Hiding spot: Truck. | You can smuggle inside a sniper rifle if that is the way in which you want to take out Sierra or Robert. |
12 | Starting location: VIP lounge Starting outfit: Bartender | From the VIP lounge you can easily access the garages, but not necessarily in the bartender outfit. |
13 | Hiding spot: Food booth in the park. | It is worth to smuggle inside a sniper rifle if that is the way in which you want to take out Sierra or Robert. |
13 | Proximity Explosive Rubber Duck Mk II | A big advantage of the rubber duck is the fact that it will not alarm the enemies immediately. In addition, it can interest them and help you with the assassination. |
14 | Starting location: Podium. Starting outfit: Event Crew. | This is a perfect outfit to sabotage the race or to take out the victor. From here you can easily access the podium or the booth with the security. |
15 | Hiding spot: Kronstadt storeroom. | You can smuggle a sniper rifle here if you want to use it to take out Sierra or Robert. |
15 | Concept 5 Pistol | It has a futuristic design, but it is not very useful, as it lacks a silencer. |
16 | Starting location: medical facilities. Starting outfit: Medic. | This is a good starting location if you want to kill Sierra Knox during the medical examination. It can also be used to access the garages easily. |
17 | Hiding spot: Paddock. | You can smuggle a sniper rifle here if you want to use it to take out Sierra or Robert. |
18 | Starting location: Kronstadt Bayside Center. Starting outfit: engineer. | This is an excellent outfit, which will allow you to quickly eliminate Robert. By playing as an engineer, you will have access to many rooms on the upper floors of the building. |
18 | ICA Remote Audio Distraction Mk II | It is not a very useful gadget. Distracting the enemies using tradition methods is almost always enough. |
19 | Hiding spot: Locker room in the workshop. | You can smuggle a sniper rifle here if you want to use it to take out Sierra or Robert. |
20 | Starting location: Kawoon garage. Starting outfit: Kawoon Mechanic. | Kawoon garage is neighboring the Kronstadt garage, allowing you to easily access it and sabotage Sierra's car. Remember about changing the outfit of the mechanic to the red one. |
20 | Concussion Grenade | A fairly ineffective gadget. It can stun one or more people, but it generates a huge noise while doing so. |
Miami allows you to advance to the 20th Mastery level, although it will take a long time to complete and will force you to complete multiple challenges. The best gadget to acquire is the lockpick. It is worth to take it with you on missions in exchange for, for instance, the garotte. It will allow you to open all of the locks, aside from the ones with electronic protection. The lockpick is silent (in contrast to the crowbar) and you do not need to look for keys while using it.
The second very useful reward is the Jeager 7 Sniper Rifle. Acquiring and using it is mandatory to complete all of the challenges in which you must perform shots from a sniper rifle. This rifle, unfortunately, does not have a silencer - you need to clear the area and quickly move away after performing a shot. If you do not want to worry about such matters, wait until you advance to the 10th Mastery level in the final location, Isle of Sgail. Once you do so, Agent 47 will acquire a silenced sniper rifle.
As you advance to subsequent Mastery levels, make use of the newly unlocked starting locations and outfits. They can help you to reach places that are normally inaccessible or to get closer to the targets of the missions or places where you can prepare to take them out (like, for instance, the garages of the race participants or the podium).